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Équipements


Nom Rareté Type Magique Coût (Coût recommandé) Description
Potion of Heroism Rare Potion Oui 5 000 Or (180 Or)
Potion of Heroism
Rare
Potion
Oui
5 000 Or
180 Or
0 lbs

Potion, rare

For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling.

Potion of Invisibility Very Rare Potion Oui 50 000 Or (180 Or)
Potion of Invisibility
Very Rare
Potion
Oui
50 000 Or
180 Or
0 lbs

Potion, very rare

This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.

Potion of Mind Reading Rare Potion Oui 5 000 Or (180 Or)
Potion of Mind Reading
Rare
Potion
Oui
5 000 Or
180 Or
0 lbs

Potion, rare

When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.

Potion of Poison Uncommon Potion Oui 500 Or (100 Or)
Potion of Poison
Uncommon
Potion
Oui
500 Or
100 Or
0 lbs

Potion, uncommon

This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.

If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.

Potion of Resistance Uncommon Potion Oui 500 Or (À la discrétion du MJ)
Potion of Resistance
Uncommon
Potion
Oui
500 Or
À la discrétion du MJ
0 lbs

Potion, uncommon

When you drink this potion, you gain resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly from the options below.

| d10 | Damage Type |

|---|---|

| 1 | Acid |

| 2 | Cold |

| 3 | Fire |

| 4 | Force |

| 5 | Lightning |

| 6 | Necrotic |

| 7 | Poison |

| 8 | Psychic |

| 9 | Radiant |

| 10 | Thunder |

Potion of Acid Resistance Uncommon Potion Oui 500 Or (300 Or)
Potion of Acid Resistance
Uncommon
Potion
Oui
500 Or
300 Or
0 lbs

Potion, uncommon

When you drink this potion, you gain resistance to acid damage for 1 hour.

Potion of Cold Resistance Uncommon Potion Oui 500 Or (300 Or)
Potion of Cold Resistance
Uncommon
Potion
Oui
500 Or
300 Or
0 lbs

Potion, uncommon

When you drink this potion, you gain resistance to cold damage for 1 hour.

Potion of Fire Resistance Uncommon Potion Oui 500 Or (300 Or)
Potion of Fire Resistance
Uncommon
Potion
Oui
500 Or
300 Or
0 lbs

Potion, uncommon

When you drink this potion, you gain resistance to fire damage for 1 hour.

Potion of Force Resistance Uncommon Potion Oui 500 Or (300 Or)
Potion of Force Resistance
Uncommon
Potion
Oui
500 Or
300 Or
0 lbs

Potion, uncommon

When you drink this potion, you gain resistance to force damage for 1 hour.

Potion of Lightning Resistance Uncommon Potion Oui 500 Or (300 Or)
Potion of Lightning Resistance
Uncommon
Potion
Oui
500 Or
300 Or
0 lbs

Potion, uncommon

When you drink this potion, you gain resistance to lightning damage for 1 hour.

Potion of Necrotic Resistance Uncommon Potion Oui 500 Or (300 Or)
Potion of Necrotic Resistance
Uncommon
Potion
Oui
500 Or
300 Or
0 lbs

Potion, uncommon

When you drink this potion, you gain resistance to necrotic damage for 1 hour.

Potion of Poison Resistance Uncommon Potion Oui 500 Or (300 Or)
Potion of Poison Resistance
Uncommon
Potion
Oui
500 Or
300 Or
0 lbs

Potion, uncommon

When you drink this potion, you gain resistance to poison damage for 1 hour.

Potion of Psychic Resistance Uncommon Potion Oui 500 Or (300 Or)
Potion of Psychic Resistance
Uncommon
Potion
Oui
500 Or
300 Or
0 lbs

Potion, uncommon

When you drink this potion, you gain resistance to psychic damage for 1 hour.

Potion of Radiant Resistance Uncommon Potion Oui 500 Or (300 Or)
Potion of Radiant Resistance
Uncommon
Potion
Oui
500 Or
300 Or
0 lbs

Potion, uncommon

When you drink this potion, you gain resistance to radiant damage for 1 hour.

Potion of Thunder Resistance Uncommon Potion Oui 500 Or (300 Or)
Potion of Thunder Resistance
Uncommon
Potion
Oui
500 Or
300 Or
0 lbs

Potion, uncommon

When you drink this potion, you gain resistance to thunder damage for 1 hour.

Potion of Speed Very Rare Potion Oui 50 000 Or (400 Or)
Potion of Speed
Very Rare
Potion
Oui
50 000 Or
400 Or
0 lbs

Potion, very rare

When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own.

Potion of Water Breathing Uncommon Potion Oui 500 Or (180 Or)
Potion of Water Breathing
Uncommon
Potion
Oui
500 Or
180 Or
0 lbs

Potion, uncommon

You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.

Potter's Tools Common Tools Non 10 Or (10 Or)
Potter's Tools
Common
Tools
Non
10 Or
10 Or
30 lbs

These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.

Pouch Common Adventuring Gear Non 5 Argent (5 Argent)
Pouch
Common
Adventuring Gear
Non
5 Argent
5 Argent
10 lbs

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section).

Priest's Pack Common Adventuring Gear Non 19 Or (19 Or)
Priest's Pack
Common
Adventuring Gear
Non
19 Or
19 Or
0 lbs

Quarterstaff Common Weapon (Simple Melee) Non 2 Argent (2 Argent)
Quarterstaff
Common
Weapon (Simple Melee)
Non
2 Argent
2 Argent
40 lbs

Quiver Common Adventuring Gear Non 1 Or (1 Or)
Quiver
Common
Adventuring Gear
Non
1 Or
1 Or
10 lbs

A quiver can hold up to 20 arrows.

Ram, portable Common Adventuring Gear Non 4 Or (4 Or)
Ram, portable
Common
Adventuring Gear
Non
4 Or
4 Or
350 lbs

You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.

Rapier Common Weapon (Martial Melee) Non 25 Or (25 Or)
Rapier
Common
Weapon (Martial Melee)
Non
25 Or
25 Or
20 lbs

Rations (1 day) Common Adventuring Gear Non 5 Argent (5 Argent)
Rations (1 day)
Common
Adventuring Gear
Non
5 Argent
5 Argent
20 lbs

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

Reliquary Common Adventuring Gear Non 5 Or (5 Or)
Reliquary
Common
Adventuring Gear
Non
5 Or
5 Or
20 lbs

A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic.

Appendix B lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

Restorative Ointment Uncommon Wondrous Items Oui 500 Or (120 Or)
Restorative Ointment
Uncommon
Wondrous Items
Oui
500 Or
120 Or
0 lbs

Wondrous item, uncommon

This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.

As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

Ring Mail Common Armor (Heavy) Non 30 Or (30 Or)
Ring Mail
Common
Armor (Heavy)
Non
30 Or
30 Or
400 lbs

Ring of Animal Influence Rare Ring Oui 5 000 Or (4 000 Or)
Ring of Animal Influence
Rare
Ring
Oui
5 000 Or
4 000 Or
0 lbs

Ring, rare

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:

Animal friendship (save DC 13)

Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower

Speak with animals

Ring of Djinni Summoning Legendary Ring Oui 100 000 Or (À la discrétion du MJ)
Ring of Djinni Summoning
Legendary
Ring
Oui
100 000 Or
À la discrétion du MJ
0 lbs

Ring, legendary (requires attunement)

While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane.

While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions.

After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.

Ring of Elemental Command Legendary Ring Oui 100 000 Or (À la discrétion du MJ)
Ring of Elemental Command
Legendary
Ring
Oui
100 000 Or
À la discrétion du MJ
0 lbs

Ring, legendary (requires attunement)

This ring is linked to one of the four Elemental Planes. The GM chooses or randomly determines the linked plane.

While wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane.

The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.

***Ring of Air Elemental Command.*** You can expend 2 of the ring's charges to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran.

If you help slay an air elemental while attuned to the ring, you gain access to the following additional properties:

You have resistance to lightning damage.

You have a flying speed equal to your walking speed and can hover.

You can cast the following spells from the ring, expending the necessary number of charges: chain lightning (3 charges), gust of wind (2 charges), or wind wall (1 charge).

***Ring of Earth Elemental Command.*** You can expend 2 of the ring's charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.

If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties:

You have resistance to acid damage.

You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.

You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges).

***Ring of Fire Elemental Command.*** You can expend 2 of the ring's charges to cast dominate monster on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan.

If you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties:

You are immune to fire damage.

You can cast the following spells from the ring, expending the necessary number of charges: burning hands (1 charge), fireball (2 charges), and wall of fire (3 charges).

***Ring of Water Elemental Command.*** You can expend 2 of the ring's charges to cast dominate monster on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan.

If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties:

You can breathe underwater and have a swimming speed equal to your walking speed.

You can cast the following spells from the ring, expending the necessary number of charges: create or destroy water (1 charge), control water (3 charges), ice storm (2 charges), or wall of ice (3 charges).

Ring of Air Elemental Command Legendary Ring Oui 100 000 Or (35 000 Or)
Ring of Air Elemental Command
Legendary
Ring
Oui
100 000 Or
35 000 Or
0 lbs

Ring, legendary (requires attunement)

This ring is linked to the Elemental Plane of Air.

While wearing this ring, you have advantage on attack rolls against air elementals, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Air.

The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.

You can expend 2 of the ring's charges to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran.

If you help slay an air elemental while attuned to the ring, you gain access to the following additional properties:

You have resistance to lightning damage.

You have a flying speed equal to your walking speed and can hover.

You can cast the following spells from the ring, expending the necessary number of charges: chain lightning (3 charges), gust of wind (2 charges), or wind wall (1 charge).

Ring of Earth Elemental Command Legendary Ring Oui 100 000 Or (31 000 Or)
Ring of Earth Elemental Command
Legendary
Ring
Oui
100 000 Or
31 000 Or
0 lbs

Ring, legendary (requires attunement)

This ring is linked to the Elemental Plane of Earth.

While wearing this ring, you have advantage on attack rolls against earth elementals, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Earth.

The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.

You can expend 2 of the ring's charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.

If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties:

You have resistance to acid damage.

You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.

You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges).

Ring of Fire Elemental Command Legendary Ring Oui 100 000 Or (17 000 Or)
Ring of Fire Elemental Command
Legendary
Ring
Oui
100 000 Or
17 000 Or
0 lbs

Ring, legendary (requires attunement)

This ring is linked to the Elemental Plane of Fire.

While wearing this ring, you have advantage on attack rolls against fire elementals, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Fire.

The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.

You can expend 2 of the ring's charges to cast dominate monster on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan.

If you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties:

You are immune to fire damage.

You can cast the following spells from the ring, expending the necessary number of charges: burning hands (1 charge), fireball (2 charges), and wall of fire (3 charges).

Ring of Water Elemental Command Legendary Ring Oui 100 000 Or (25 000 Or)
Ring of Water Elemental Command
Legendary
Ring
Oui
100 000 Or
25 000 Or
0 lbs

Ring, legendary (requires attunement)

This ring is linked to the Elemental Plane of Water.

While wearing this ring, you have advantage on attack rolls against water elementals, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Water.

The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.

You can expend 2 of the ring's charges to cast dominate monster on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan.

If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties:

You can breathe underwater and have a swimming speed equal to your walking speed.

You can cast the following spells from the ring, expending the necessary number of charges: create or destroy water (1 charge), control water (3 charges), ice storm (2 charges), or wall of ice (3 charges).

Ring of Evasion Rare Ring Oui 5 000 Or (5 000 Or)
Ring of Evasion
Rare
Ring
Oui
5 000 Or
5 000 Or
0 lbs

Ring, rare (requires attunement)

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.

Ring of Feather Falling Rare Ring Oui 5 000 Or (2 000 Or)
Ring of Feather Falling
Rare
Ring
Oui
5 000 Or
2 000 Or
0 lbs

Ring, rare (requires attunement)

When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.

Ring of Free Action Rare Ring Oui 5 000 Or (20 000 Or)
Ring of Free Action
Rare
Ring
Oui
5 000 Or
20 000 Or
0 lbs

Ring, rare (requires attunement)

While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.

Ring of Invisibility Legendary Ring Oui 100 000 Or (10 000 Or)
Ring of Invisibility
Legendary
Ring
Oui
100 000 Or
10 000 Or
0 lbs

Ring, legendary (requires attunement)

While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.

Ring of Jumping Uncommon Ring Oui 500 Or (2 500 Or)
Ring of Jumping
Uncommon
Ring
Oui
500 Or
2 500 Or
0 lbs

Ring, uncommon (requires attunement)

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

Ring of Mind Shielding Uncommon Ring Oui 500 Or (16 000 Or)
Ring of Mind Shielding
Uncommon
Ring
Oui
500 Or
16 000 Or
0 lbs

Ring, uncommon (requires attunement)

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.

Ring of Protection Rare Ring Oui 5 000 Or (3 500 Or)
Ring of Protection
Rare
Ring
Oui
5 000 Or
3 500 Or
0 lbs

Ring, rare (requires attunement)

You gain a +1 bonus to AC and saving throws while wearing this ring.

Ring of Regeneration Very Rare Ring Oui 50 000 Or (12 000 Or)
Ring of Regeneration
Very Rare
Ring
Oui
50 000 Or
12 000 Or
0 lbs

Ring, very rare (requires attunement)

While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.

Ring of Resistance Rare Ring Oui 5 000 Or (À la discrétion du MJ)
Ring of Resistance
Rare
Ring
Oui
5 000 Or
À la discrétion du MJ
0 lbs

Ring, rare (requires attunement)

You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly.

| d10 | Damage Type | Gem |

|---|---|---|

| 1 | Acid | Pearl |

| 2 | Cold | Tourmaline |

| 3 | Fire | Garnet |

| 4 | Force | Sapphire |

| 5 | Lightning | Citrine |

| 6 | Necrotic | Jet |

| 7 | Poison | Amethyst |

| 8 | Psychic | Jade |

| 9 | Radiant | Topaz |

| 10 | Thunder | Spinel |

Ring of Acid Resistance Rare Ring Oui 5 000 Or (6 000 Or)
Ring of Acid Resistance
Rare
Ring
Oui
5 000 Or
6 000 Or
0 lbs

Ring, rare (requires attunement)

You have resistance to acid damage while wearing this pearl ring.

Ring of Cold Resistance Rare Ring Oui 5 000 Or (6 000 Or)
Ring of Cold Resistance
Rare
Ring
Oui
5 000 Or
6 000 Or
0 lbs

Ring, rare (requires attunement)

You have resistance to cold damage while wearing this tourmaline ring.

Ring of Fire Resistance Rare Ring Oui 5 000 Or (6 000 Or)
Ring of Fire Resistance
Rare
Ring
Oui
5 000 Or
6 000 Or
0 lbs

Ring, rare (requires attunement)

You have resistance to fire damage while wearing this garnet ring.

Ring of Force Resistance Rare Ring Oui 5 000 Or (6 000 Or)
Ring of Force Resistance
Rare
Ring
Oui
5 000 Or
6 000 Or
0 lbs

Ring, rare (requires attunement)

You have resistance to force damage while wearing this sapphire ring.

Ring of Lightning Resistance Rare Ring Oui 5 000 Or (6 000 Or)
Ring of Lightning Resistance
Rare
Ring
Oui
5 000 Or
6 000 Or
0 lbs

Ring, rare (requires attunement)

You have resistance to lightning damage while wearing this citrine ring.

Ring of Necrotic Resistance Rare Ring Oui 5 000 Or (6 000 Or)
Ring of Necrotic Resistance
Rare
Ring
Oui
5 000 Or
6 000 Or
0 lbs

Ring, rare (requires attunement)

You have resistance to necrotic damage while wearing this jet ring.

Ring of Poison Resistance Rare Ring Oui 5 000 Or (6 000 Or)
Ring of Poison Resistance
Rare
Ring
Oui
5 000 Or
6 000 Or
0 lbs

Ring, rare (requires attunement)

You have resistance to poison damage while wearing this amethyst ring.

Ring of Psychic Resistance Rare Ring Oui 5 000 Or (6 000 Or)
Ring of Psychic Resistance
Rare
Ring
Oui
5 000 Or
6 000 Or
0 lbs

Ring, rare (requires attunement)

You have resistance to psychic damage while wearing this jade ring.

Ring of Radiant Resistance Rare Ring Oui 5 000 Or (6 000 Or)
Ring of Radiant Resistance
Rare
Ring
Oui
5 000 Or
6 000 Or
0 lbs

Ring, rare (requires attunement)

You have resistance to radiant damage while wearing this topaz ring.

Ring of Thunder Resistance Rare Ring Oui 5 000 Or (6 000 Or)
Ring of Thunder Resistance
Rare
Ring
Oui
5 000 Or
6 000 Or
0 lbs

Ring, rare (requires attunement)

You have resistance to thunder damage while wearing this spinel ring.

Ring of Shooting Stars Very Rare Ring Oui 50 000 Or (14 000 Or)
Ring of Shooting Stars
Very Rare
Ring
Oui
50 000 Or
14 000 Or
0 lbs

Ring, very rare (requires attunement outdoors at night)

While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.

The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.

***Faerie Fire.*** You can expend 1 charge as an action to cast faerie fire from the ring.

***Ball Lightning.*** You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.

Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.

As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.

| Spheres | Lightning Damage |

|---|---|

| 4 | 2d4 |

| 3 | 2d6 |

| 2 | 5d4 |

| 1 | 4d12 |

***Shooting Stars.*** You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.

Ring of Spell Storing Rare Ring Oui 5 000 Or (24 000 Or)
Ring of Spell Storing
Rare
Ring
Oui
5 000 Or
24 000 Or
0 lbs

Ring, rare (requires attunement)

This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the GM.

Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

Ring of Spell Turning Legendary Ring Oui 100 000 Or (30 000 Or)
Ring of Spell Turning
Legendary
Ring
Oui
100 000 Or
30 000 Or
0 lbs

Ring, legendary (requires attunement)

While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

Ring of Swimming Uncommon Ring Oui 500 Or (3 000 Or)
Ring of Swimming
Uncommon
Ring
Oui
500 Or
3 000 Or
0 lbs

Ring, uncommon

You have a swimming speed of 40 feet while wearing this ring.

Ring of Telekinesis Very Rare Ring Oui 50 000 Or (80 000 Or)
Ring of Telekinesis
Very Rare
Ring
Oui
50 000 Or
80 000 Or
0 lbs

Ring, very rare (requires attunement)

While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren't being worn or carried.

Ring of the Ram Rare Ring Oui 5 000 Or (5 000 Or)
Ring of the Ram
Rare
Ring
Oui
5 000 Or
5 000 Or
0 lbs

Ring, rare (requires attunement)

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.

Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.

Ring of Three Wishes Legendary Ring Oui 100 000 Or (À la discrétion du MJ)
Ring of Three Wishes
Legendary
Ring
Oui
100 000 Or
À la discrétion du MJ
0 lbs

Ring, legendary

While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the wish spell from it. The ring becomes nonmagical when you use the last charge.

Ring of Warmth Uncommon Ring Oui 500 Or (1 000 Or)
Ring of Warmth
Uncommon
Ring
Oui
500 Or
1 000 Or
0 lbs

Ring, uncommon (requires attunement)

While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.

Ring of Water Walking Uncommon Ring Oui 500 Or (1 500 Or)
Ring of Water Walking
Uncommon
Ring
Oui
500 Or
1 500 Or
0 lbs

Ring, uncommon

While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.

Ring of X-ray Vision Rare Ring Oui 5 000 Or (6 000 Or)
Ring of X-ray Vision
Rare
Ring
Oui
5 000 Or
6 000 Or
0 lbs

Ring, rare (requires attunement)

While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.

Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.

Robe of Eyes Rare Wondrous Items Oui 5 000 Or (30 000 Or)
Robe of Eyes
Rare
Wondrous Items
Oui
5 000 Or
30 000 Or
0 lbs

Wondrous item, rare (requires attunement)

This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:

The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.

You have darkvision out to a range of 120 feet.

You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.

The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.

A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.

Robe of Scintillating Colors Very Rare Wondrous Items Oui 50 000 Or (6 000 Or)
Robe of Scintillating Colors
Very Rare
Wondrous Items
Oui
50 000 Or
6 000 Or
0 lbs

Wondrous item, very rare (requires attunement)

This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.

Robe of Stars Very Rare Wondrous Items Oui 50 000 Or (60 000 Or)
Robe of Stars
Very Rare
Wondrous Items
Oui
50 000 Or
60 000 Or
0 lbs

Wondrous item, very rare (requires attunement)

This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.

Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.

While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.

Robe of the Archmagi Legendary Wondrous Items Oui 100 000 Or (34 000 Or)
Robe of the Archmagi
Legendary
Wondrous Items
Oui
100 000 Or
34 000 Or
0 lbs

Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard)

This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment.

You gain these benefits while wearing the robe:

If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.

You have advantage on saving throws against spells and other magical effects.

Your spell save DC and spell attack bonus each increase by 2.

Robe of Useful Items (Item * 5) Uncommon Wondrous Items Oui 500 Or (À la discrétion du MJ)
Robe of Useful Items (Item * 5)
Uncommon
Wondrous Items
Oui
500 Or
À la discrétion du MJ
0 lbs

Wondrous item, uncommon

This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.

The robe has two of each of the following patches:

Dagger

Bullseye lantern (filled and lit)

Steel mirror

10-foot pole

Hempen rope (50 feet, coiled)

Sack

In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly.

| d100 | Patch |

|---|---|

| 01-08 | Bag of 100 gp |

| 09-15 | Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp |

| 16-22 | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself |

| 23-30 | 10 gems worth 100 gp each |

| 31-44 | Wooden ladder (24 feet long) 45-51 A riding horse with saddle bags |

| 52-59 | Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you |

| 60-68 | 4 potions of healing |

| 69-75 | Rowboat (12 feet long) |

| 76-83 | Spell scroll containing one spell of 1st to 3rd level |

| 84-90 | 2 mastiffs |

| 91-96 | Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach |

| 97-100 | Portable ram |

Robes Common Adventuring Gear Non 1 Or (1 Or)
Robes
Common
Adventuring Gear
Non
1 Or
1 Or
40 lbs

Rod Common Adventuring Gear Non 10 Or (10 Or)
Rod
Common
Adventuring Gear
Non
10 Or
10 Or
20 lbs

An arcane focus is a special item--an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item--designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.

Rod of Absorption Very Rare Rod Oui 50 000 Or (50 000 Or)
Rod of Absorption
Very Rare
Rod
Oui
50 000 Or
50 000 Or
0 lbs

Rod, very rare (requires attunement)

While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy-not the spell itself-is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.

When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.

If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.

A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.

Rod of Alertness Very Rare Rod Oui 50 000 Or (25 000 Or)
Rod of Alertness
Very Rare
Rod
Oui
50 000 Or
25 000 Or
0 lbs

Rod, very rare (requires attunement)

This rod has a flanged head and the following properties.

***Alertness.*** While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative.

***Spells.*** While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility.

***Protective Aura.*** As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light.

The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn.

Rod of Lordly Might Legendary Rod Oui 100 000 Or (28 000 Or)
Rod of Lordly Might
Legendary
Rod
Oui
100 000 Or
28 000 Or
0 lbs

Rod, legendary (requires attunement)

This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.

***Six Buttons.*** You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.

If you press **button 1**, the rod becomes a flame tongue, as a fiery blade sprouts from the end opposite the rod's flanged head.

If you press **button 2**, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it.

If you press **button 3**, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it.

If you press **button 4**, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.

If you press **button 5**, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.

If you press **button 6**, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.

***Drain Life.*** When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn.

***Paralyze.*** When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn.

***Terrify.*** While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn.

Rod of Rulership Rare Rod Oui 5 000 Or (16 000 Or)
Rod of Rulership
Rare
Rod
Oui
5 000 Or
16 000 Or
0 lbs

Rod, rare (requires attunement)

You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.

Rod of Security Very Rare Rod Oui 50 000 Or (90 000 Or)
Rod of Security
Very Rare
Rod
Oui
50 000 Or
90 000 Or
0 lbs

Rod, very rare

While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.

For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).

When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.

Rope, hempen (50 feet) Common Adventuring Gear Non 1 Or (1 Or)
Rope, hempen (50 feet)
Common
Adventuring Gear
Non
1 Or
1 Or
100 lbs

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

Rope of Climbing Uncommon Wondrous Items Oui 500 Or (2 000 Or)
Rope of Climbing
Uncommon
Wondrous Items
Oui
500 Or
2 000 Or
0 lbs

Wondrous item, uncommon

This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.

If you tell the rope to knot, large knots appear at 1 foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

Rope of Entanglement Rare Wondrous Items Oui 5 000 Or (4 000 Or)
Rope of Entanglement
Rare
Wondrous Items
Oui
5 000 Or
4 000 Or
0 lbs

Wondrous item, rare

This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.

You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope.

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

Rope, silk (50 feet) Common Adventuring Gear Non 10 Or (10 Or)
Rope, silk (50 feet)
Common
Adventuring Gear
Non
10 Or
10 Or
50 lbs

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

Rowboat Common Vehicle (Waterborne Vehicles) Non 50 Or (50 Or)
Rowboat
Common
Vehicle (Waterborne Vehicles)
Non
50 Or
50 Or
0 lbs

Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land.

Sack Common Adventuring Gear Non 1 Cuivre (1 Cuivre)
Sack
Common
Adventuring Gear
Non
1 Cuivre
1 Cuivre
5 lbs

Saddle, Exotic Common Vehicle (Tack, Harness, and Drawn Vehicles) Non 60 Or (60 Or)
Saddle, Exotic
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
Non
60 Or
60 Or
500 lbs

An exotic saddle is required for riding any aquatic or flying mount.

Saddle, Military Common Vehicle (Tack, Harness, and Drawn Vehicles) Non 20 Or (20 Or)
Saddle, Military
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
Non
20 Or
20 Or
300 lbs

A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted.

Saddle, Pack Common Vehicle (Tack, Harness, and Drawn Vehicles) Non 5 Or (5 Or)
Saddle, Pack
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
Non
5 Or
5 Or
150 lbs

Saddle, Riding Common Vehicle (Tack, Harness, and Drawn Vehicles) Non 10 Or (10 Or)
Saddle, Riding
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
Non
10 Or
10 Or
250 lbs

Saddlebags Common Vehicle (Tack, Harness, and Drawn Vehicles) Non 4 Or (4 Or)
Saddlebags
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
Non
4 Or
4 Or
80 lbs

Sailing ship Common Vehicle (Waterborne Vehicles) Non 10 000 Or (10 000 Or)
Sailing ship
Common
Vehicle (Waterborne Vehicles)
Non
10 000 Or
10 000 Or
0 lbs

Scale Mail Common Armor (Medium) Non 50 Or (50 Or)
Scale Mail
Common
Armor (Medium)
Non
50 Or
50 Or
450 lbs

Scale, merchant's Common Adventuring Gear Non 5 Or (5 Or)
Scale, merchant's
Common
Adventuring Gear
Non
5 Or
5 Or
30 lbs

A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.

Scarab of Protection Legendary Wondrous Items Oui 100 000 Or (36 000 Or)
Scarab of Protection
Legendary
Wondrous Items
Oui
100 000 Or
36 000 Or
0 lbs

Wondrous item, legendary (requires attunement)

If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:

You have advantage on saving throws against spells.

The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.

Scholar's Pack Common Adventuring Gear Non 40 Or (40 Or)
Scholar's Pack
Common
Adventuring Gear
Non
40 Or
40 Or
0 lbs

Scimitar Common Weapon (Martial Melee) Non 25 Or (25 Or)
Scimitar
Common
Weapon (Martial Melee)
Non
25 Or
25 Or
30 lbs

Scimitar of Speed Very Rare Weapon Oui 50 000 Or (6 000 Or)
Scimitar of Speed
Very Rare
Weapon
Oui
50 000 Or
6 000 Or
0 lbs

Weapon (scimitar), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.

Sealing wax Common Adventuring Gear Non 5 Argent (5 Argent)
Sealing wax
Common
Adventuring Gear
Non
5 Argent
5 Argent
0 lbs

Shawm Common Tools Non 2 Or (2 Or)
Shawm
Common
Tools
Non
2 Or
2 Or
10 lbs

Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.

Shield Common Armor (Shield) Non 10 Or (10 Or)
Shield
Common
Armor (Shield)
Non
10 Or
10 Or
60 lbs

Shield of Missile Attraction Rare Armor Oui 5 000 Or (6 000 Or)
Shield of Missile Attraction
Rare
Armor
Oui
5 000 Or
6 000 Or
0 lbs

Armor (shield), rare (requires attunement)

While holding this shield, you have resistance to damage from ranged weapon attacks.

***Curse.*** This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.

Shortbow Common Weapon (Simple Ranged) Non 25 Or (25 Or)
Shortbow
Common
Weapon (Simple Ranged)
Non
25 Or
25 Or
20 lbs

Shortsword Common Weapon (Martial Melee) Non 10 Or (10 Or)
Shortsword
Common
Weapon (Martial Melee)
Non
10 Or
10 Or
20 lbs


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© Conçu par The Friendly Mage et ses compagnons. (2026)